Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AgentRev

Pages: [1] 2 3 4 5 ... 175
Server Discussion / Re: Wasteland Reforger?
« on: Sep 09, 2022, 07:20 AM »
Reforger Wasteland has not made it past the embryonic stage due to Reforger being dead and instability of Enfusion tools. The situation will be reassessed if Reforger becomes relevant again or Arma 4 comes out.

Technical Support / Re: Understanding fn_refillbox
« on: Jun 12, 2022, 10:13 PM »
One element is randomly selected in the array. If the item itself happens to be another array, then an item inside that array will be selected at random. You can nest as many arrays as your want. The point of this mechanic is to allow different variants of a particular item to be selected at random without affecting the odds of other main items. Take this line for example:

Code: [Select]
["wep", [["MMG_02_sand_F", "MMG_02_camo_F", "MMG_02_black_F"], ["MMG_01_tan_F", "MMG_01_hex_F"]], RANDOM_BETWEEN(2,4), RANDOM_BETWEEN(2,4)],
First, it will randomly pick between Navid and SPMG arrays. Then, it will it pick a random camo in that array.

Addons & Mods / Re: Creating a custom Bridge
« on: Jun 01, 2022, 09:01 PM »
now we can cross the altis gulf

If you execute the 5th example in the script I put on that thread, it's exactly that, a bridge I carefully crafted to cross the Altis gulf. It even has street lights.

Server Discussion / Re: Wasteland Reforger?
« on: May 30, 2022, 02:49 AM »
I'm in touch with someone that already started working on towns and spawning system, we will join forces when my schedule clears up

lol it's not gonna be called ARWasteland, I already chose a name suitable for both Reforger and Arma 4

I've been reading up on new features and mission development, it's gonna take a while to properly grasp it all, even for someone of my caliber. The complexity of EnScript brings a lot of pitfalls that could cause even more problems to newbie devs than SQF ever did. However, its capabilities are quite impressive. In the right hands, it will allow for a stronger and cleaner mission architecture than ever before.

I tried messing with the tools a bit but I just have no idea how they work yet. We'll see. I'm very busy in the coming weeks so don't expect anything in the short term.

So, pretty much an Enfusion remake of Operation Flashpoint.

Could be interesting.

Technical Support / Re: Earplugs problem
« on: Mar 25, 2022, 05:31 PM »
All earplugs do is call the fadeSound command. If some other script also calls fadeSound, it will cancel out the earplugs effect.

Hosting & Management / Re: Issue with -autoinit
« on: Feb 10, 2022, 09:29 PM »
You don't need any of there for arma3server: -world=empty -maxmem=4096 -nosplash -noSound -noPause

I think it needs a capital i: -autoInit

Also for autoInit to work, you need this in your server.cfg: persistent = 1;

Announcements & News / Re: Obfuscation
« on: Feb 09, 2022, 09:25 AM »
I talked with a TrailerPark admin, their Virtual Arsenal is a separate server-side mod, independent from A3Wasteland, so it is not covered by our license. They also told me that their PBO is not obfuscated.

Also, only the A3W dev team has the ability to make legal requests, since we are the copyright holders. People outside of the A3W dev team have no legal power regarding our code.

Announcements & News / Re: Obfuscation
« on: Feb 08, 2022, 12:20 AM »
Try their Discord:

Announcements & News / Re: Obfuscation
« on: Feb 07, 2022, 09:07 PM »
So if the add on fetches player money , bank money ect... it plays with the A3W Core ?


Pages: [1] 2 3 4 5 ... 175